mirror of
https://github.com/ZDoom/Raze.git
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318 lines
9.6 KiB
C++
318 lines
9.6 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "blood.h"
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#include "view.h"
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#include "g_input.h"
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#include "precache.h"
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BEGIN_BLD_NS
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int nPrecacheCount;
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void fxPrecache();
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void gibPrecache();
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void tilePrecacheTile(int nTile, int nType, int palette)
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{
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int n = 1;
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switch (picanm[nTile].extra & 7)
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{
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case 0:
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n = 1;
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break;
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case 1:
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n = 5;
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break;
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case 2:
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n = 8;
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break;
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case 3:
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n = 2;
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break;
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}
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while (n--)
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{
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if (picanm[nTile].sf & PICANM_ANIMTYPE_MASK)
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{
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for (int frame = picanm[nTile].num; frame >= 0; frame--)
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{
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int tile;
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if ((picanm[nTile].sf & PICANM_ANIMTYPE_MASK) == PICANM_ANIMTYPE_BACK)
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tile = nTile - frame;
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else
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tile = nTile + frame;
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markTileForPrecache(tile, palette);
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}
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}
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else
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{
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markTileForPrecache(nTile, palette);
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}
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nTile += 1 + picanm[nTile].num;
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}
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}
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// To do: This needs to handle the sprite palettes as well to properly precache the needed content.
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void viewPrecacheTiles()
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{
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tilePrecacheTile(2173, 0, 0);
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tilePrecacheTile(2200, 0, 0);
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tilePrecacheTile(2201, 0, 0);
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tilePrecacheTile(2202, 0, 0);
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tilePrecacheTile(2207, 0, 0);
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tilePrecacheTile(2208, 0, 0);
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tilePrecacheTile(2209, 0, 0);
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tilePrecacheTile(2229, 0, 0);
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tilePrecacheTile(2260, 0, 0);
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tilePrecacheTile(2559, 0, 0);
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tilePrecacheTile(2169, 0, 0);
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tilePrecacheTile(2578, 0, 0);
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tilePrecacheTile(2586, 0, 0);
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tilePrecacheTile(2602, 0, 0);
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for (int i = 0; i < 10; i++)
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{
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tilePrecacheTile(2190 + i, 0, 0);
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tilePrecacheTile(2230 + i, 0, 0);
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tilePrecacheTile(2240 + i, 0, 0);
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tilePrecacheTile(2250 + i, 0, 0);
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tilePrecacheTile(kSBarNumberHealth + i, 0, 0);
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tilePrecacheTile(kSBarNumberAmmo + i, 0, 0);
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tilePrecacheTile(kSBarNumberInv + i, 0, 0);
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tilePrecacheTile(kSBarNumberArmor1 + i, 0, 0);
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tilePrecacheTile(kSBarNumberArmor2 + i, 0, 0);
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tilePrecacheTile(kSBarNumberArmor3 + i, 0, 0);
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}
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/*
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for (int i = 0; i < 5; i++)
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{
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tilePrecacheTile(gPackIcons[i], 0);
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tilePrecacheTile(gPackIcons2[i].nTile, 0);
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}
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*/
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for (int i = 0; i < 6; i++)
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{
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tilePrecacheTile(2220 + i, 0, 0);
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tilePrecacheTile(2552 + i, 0, 0);
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}
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}
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void PrecacheDude(spritetype *pSprite)
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{
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int palette = pSprite->pal;
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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seqPrecacheId(pDudeInfo->seqStartID , palette);
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seqPrecacheId(pDudeInfo->seqStartID+5, palette);
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seqPrecacheId(pDudeInfo->seqStartID+1, palette);
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seqPrecacheId(pDudeInfo->seqStartID+2, palette);
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switch (pSprite->type)
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{
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case kDudeCultistTommy:
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case kDudeCultistShotgun:
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case kDudeCultistTesla:
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case kDudeCultistTNT:
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seqPrecacheId(pDudeInfo->seqStartID+6 , palette);
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seqPrecacheId(pDudeInfo->seqStartID+7 , palette);
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seqPrecacheId(pDudeInfo->seqStartID+8 , palette);
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seqPrecacheId(pDudeInfo->seqStartID+9 , palette);
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seqPrecacheId(pDudeInfo->seqStartID+13, palette);
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seqPrecacheId(pDudeInfo->seqStartID+14, palette);
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seqPrecacheId(pDudeInfo->seqStartID+15, palette);
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break;
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case kDudeZombieButcher:
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case kDudeGillBeast:
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seqPrecacheId(pDudeInfo->seqStartID+6, palette);
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seqPrecacheId(pDudeInfo->seqStartID+7, palette);
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seqPrecacheId(pDudeInfo->seqStartID+8, palette);
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seqPrecacheId(pDudeInfo->seqStartID+9, palette);
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seqPrecacheId(pDudeInfo->seqStartID+10, palette);
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seqPrecacheId(pDudeInfo->seqStartID+11, palette);
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break;
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case kDudeGargoyleStatueFlesh:
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case kDudeGargoyleStatueStone:
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seqPrecacheId(pDudeInfo->seqStartID+6, palette);
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seqPrecacheId(pDudeInfo->seqStartID+6, palette); //???
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[[fallthrough]];
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case kDudeGargoyleFlesh:
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case kDudeGargoyleStone:
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seqPrecacheId(pDudeInfo->seqStartID+6, palette);
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seqPrecacheId(pDudeInfo->seqStartID+7, palette);
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seqPrecacheId(pDudeInfo->seqStartID+8, palette);
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seqPrecacheId(pDudeInfo->seqStartID+9, palette);
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break;
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case kDudePhantasm:
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case kDudeHellHound:
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case kDudeSpiderBrown:
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case kDudeSpiderRed:
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case kDudeSpiderBlack:
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case kDudeSpiderMother:
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case kDudeTchernobog:
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seqPrecacheId(pDudeInfo->seqStartID+6, palette);
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seqPrecacheId(pDudeInfo->seqStartID+7, palette);
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seqPrecacheId(pDudeInfo->seqStartID+8, palette);
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break;
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case kDudeCerberusTwoHead:
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seqPrecacheId(pDudeInfo->seqStartID+6, palette);
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seqPrecacheId(pDudeInfo->seqStartID+7, palette);
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[[fallthrough]];
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case kDudeHand:
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case kDudeBoneEel:
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case kDudeBat:
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case kDudeRat:
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seqPrecacheId(pDudeInfo->seqStartID+6, palette);
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seqPrecacheId(pDudeInfo->seqStartID+7, palette);
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break;
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case kDudeCultistBeast:
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seqPrecacheId(pDudeInfo->seqStartID+6, palette);
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break;
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case kDudeZombieAxeBuried:
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seqPrecacheId(pDudeInfo->seqStartID+12, palette);
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seqPrecacheId(pDudeInfo->seqStartID+9, palette);
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[[fallthrough]];
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case kDudeZombieAxeLaying:
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seqPrecacheId(pDudeInfo->seqStartID+10, palette);
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[[fallthrough]];
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case kDudeZombieAxeNormal:
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seqPrecacheId(pDudeInfo->seqStartID+6, palette);
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seqPrecacheId(pDudeInfo->seqStartID+7, palette);
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seqPrecacheId(pDudeInfo->seqStartID+8, palette);
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seqPrecacheId(pDudeInfo->seqStartID+11, palette);
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seqPrecacheId(pDudeInfo->seqStartID+13, palette);
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seqPrecacheId(pDudeInfo->seqStartID+14, palette);
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break;
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}
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}
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void PrecacheThing(spritetype *pSprite)
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{
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int palette = pSprite->pal;
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switch (pSprite->type) {
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case kThingGlassWindow: // worthless...
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case kThingFluorescent:
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seqPrecacheId(12, palette);
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break;
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case kThingSpiderWeb:
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seqPrecacheId(15, palette);
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break;
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case kThingMetalGrate:
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seqPrecacheId(21, palette);
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break;
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case kThingFlammableTree:
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seqPrecacheId(25, palette);
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seqPrecacheId(26, palette);
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break;
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case kTrapMachinegun:
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seqPrecacheId(38, palette);
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seqPrecacheId(40, palette);
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seqPrecacheId(28, palette);
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break;
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case kThingObjectGib:
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//case kThingObjectExplode: weird that only gib object is precached and this one is not
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break;
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}
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tilePrecacheTile(pSprite->picnum, -1, palette);
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}
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void PreloadCache()
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{
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if (!r_precache) return;
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int skyTile = -1;
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// Fonts
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for (int i = 0; i < numsectors; i++)
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{
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tilePrecacheTile(sector[i].floorpicnum, 0, sector[i].floorpal);
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tilePrecacheTile(sector[i].ceilingpicnum, 0, sector[i].ceilingpal);
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if ((sector[i].ceilingstat&1) != 0 && skyTile == -1)
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skyTile = sector[i].ceilingpicnum;
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}
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for (int i = 0; i < numwalls; i++)
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{
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tilePrecacheTile(wall[i].picnum, 0, wall[i].pal);
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if (wall[i].overpicnum >= 0)
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tilePrecacheTile(wall[i].overpicnum, 0, wall[i].pal);
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}
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BloodSpriteIterator it;
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while (auto actor = it.Next())
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{
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spritetype *pSprite = &actor->s();
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switch (pSprite->statnum)
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{
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case kStatDude:
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PrecacheDude(pSprite);
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break;
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case kStatThing:
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PrecacheThing(pSprite);
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break;
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default:
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tilePrecacheTile(pSprite->picnum, -1, pSprite->pal);
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break;
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}
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}
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// Precache common SEQs
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for (int i = 0; i < 100; i++)
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{
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seqPrecacheId(i, 0);
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}
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tilePrecacheTile(1147, -1, 0); // water drip
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tilePrecacheTile(1160, -1, 0); // blood drip
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// Player SEQs
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seqPrecacheId(dudeInfo[31].seqStartID+6, 0);
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seqPrecacheId(dudeInfo[31].seqStartID+7, 0);
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seqPrecacheId(dudeInfo[31].seqStartID+8, 0);
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seqPrecacheId(dudeInfo[31].seqStartID+9, 0);
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seqPrecacheId(dudeInfo[31].seqStartID+10, 0);
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seqPrecacheId(dudeInfo[31].seqStartID+14, 0);
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seqPrecacheId(dudeInfo[31].seqStartID+15, 0);
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seqPrecacheId(dudeInfo[31].seqStartID+12, 0);
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seqPrecacheId(dudeInfo[31].seqStartID+16, 0);
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seqPrecacheId(dudeInfo[31].seqStartID+17, 0);
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seqPrecacheId(dudeInfo[31].seqStartID+18, 0);
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if (skyTile > -1 && skyTile < kMaxTiles)
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{
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for (int i = 1; i < gSkyCount; i++)
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tilePrecacheTile(skyTile+i, 0, 0);
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}
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WeaponPrecache();
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viewPrecacheTiles();
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fxPrecache();
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gibPrecache();
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I_GetEvent();
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precacheMarkedTiles();
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}
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END_BLD_NS
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